WeaponData
{
	// vanilla missing callbacks
	"OnWeaponActivate"									"OnWeaponActivate_weapon_emptyhanded"
	"OnWeaponDeactivate"								"OnWeaponDeactivate_weapon_emptyhanded"

	Mods
	{
		allow_as_primary
		{
			"activitymodifier"								"satchel"
			"fire_rate"										"0.9" // to avoid long anim event
		}
		rocket_arena
		{
		}

		// modded mods
		// dash melee: will lunge to aiming position even when not targeting anything
		// placeholder mod, effect done in script
		dash_melee
		{
		}
		pushback_melee // most useful one, use better knockback think
		{
			"melee_damage"									"--50" // 50
			"impulse_force"									"--34600" // 400
		}
		fake_human_melee // things done in script! melee in-air will use a "jumpkick" damageSourceID
		{
		}
		jetpack_fx_melee // will leave a jecpack fx if lunging to an target
		{
		}

		// most hardcode one. can knockback self, has very high attack rate
		fighter_melee
		{
			"melee_lunge_time"								"0.1"
			"melee_attack_animtime"							"0.1" // 1 tick!
			"melee_damage"									"--90" // was 33, but now it has very fast attack so set to 10
			"impulse_force"									"--34600" // 400
			"melee_range"									"++40" // 100
		}

		fake_ground_execute // spawn a temp grunt for triggering ground execution animation
		{
		}
		fake_grunt_melee // changes tp anim to grunt melee animation
		{
			"melee_anim_3p"									"ACT_MELEE_ATTACK1"
			"melee_sound_attack_3p"							"grunt_melee_pt_melee_elbowstrike"
		}

		// fake melee weapons
		// they have faster damage animevent but whatever
		fake_melee_kunai // force client to use kunai viewmodel
		{
			"melee_anim_1p_number"							"1"
			"viewmodel"   									"models/weapons/kunai/ptpov_kunai.mdl"
			"melee_sound_attack_1p"							"Player_Melee_Backhand_1P"
			"melee_attack_animtime"							"1.1" // force them to use longer anim
		}
		fake_melee_sword // force client to use sword viewmodel
		{
			"melee_anim_1p_number"							"1"
			"viewmodel"   									"models/weapons/bolo_sword/ptpov_bolo_sword.mdl"
			"melee_sound_attack_1p"							"Player_Melee_Backhand_1P"
			"melee_attack_animtime"							"1.1" // force them to use longer anim
		}

		// grunt mode specific
		grunt_mode
		{
			"melee_damage"		"--60" // 40
		}

		// vanilla missing animation "ACT_VM_ONEHANDED_MELEE_ATTACK", pretty cool
		// hardcoded in sh_melee_human.gnut
		// can't trigger melee damage
		elbow_melee
		{
		}
	}
}
